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If MultiplayerSynchronizer instances with the same path have different multiplayer authorities set on different peers, peers will crash with segmentation faults.
Backtrace:
Thread 1 "godot" received signal SIGSEGV, Segmentation fault.
decode_uint32 (p_arr=0x7fff92c8cc1c <error: Cannot access memory at address 0x7fff92c8cc1c>) at ./core/io/marshalls.h:166
166 uint32_t b = *p_arr;
(gdb) bt
#0 decode_uint32 (p_arr=0x7fff92c8cc1c <error: Cannot access memory at address 0x7fff92c8cc1c>) at ./core/io/marshalls.h:166
#1 SceneReplicationInterface::on_sync_receive (this=<optimized out>, p_from=<optimized out>, p_buffer=<optimized out>, p_buffer_len=<optimized out>) at modules/multiplayer/scene_replication_interface.cpp:655
#2 0x00005555567fe3f3 in SceneMultiplayer::poll (this=0x7fffa80106f0) at modules/multiplayer/scene_multiplayer.cpp:81
#3 0x000055555812bfa9 in SceneTree::process (this=0x555560288d60, p_time=0.018055555555555554) at scene/main/scene_tree.cpp:453
#4 0x0000555555ffbc73 in Main::iteration () at main/main.cpp:3170
#5 0x0000555555fb9d81 in OS_LinuxBSD::run (this=this@entry=0x7fffffffda20) at platform/linuxbsd/os_linuxbsd.cpp:776
#6 0x0000555555fab2de in main (argc=<optimized out>, argv=0x7fffffffdf68) at platform/linuxbsd/godot_linuxbsd.cpp:73
Steps to reproduce
Add a MutliplayerSynchronizer to a scene. Configure it to sync any variable.
Call set_multiplayer_authority(multiplayer.get_unique_id()) on the synchronizer node at some point (the repro project does it in _ready but I don't think it particularly matters).
Connect at least 2 peers.
Should segfault ~immediately. Which peer appears to be random.
Godot version
v4.0.beta.custom_build.e6751549c
System information
Ubuntu 22.04, linux 5.15.0-52-generic
Issue description
If MultiplayerSynchronizer instances with the same path have different multiplayer authorities set on different peers, peers will crash with segmentation faults.
Backtrace:
Steps to reproduce
Minimal reproduction project
sync_segfault.zip
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